if CS.Const.LOCAL then --and Curr_Platform == "WindowsEditor"
	-- package.cpath = package.cpath .. ';C:/Users/Shaw/AppData/Roaming/JetBrains/IdeaIC2022.1/plugins/EmmyLua/debugger/emmy/windows/x64/?.dll'
	-- local dbg = require('emmy_core')
	-- dbg.tcpListen('localhost', 9966)
	package.path = package.path .. ";" .. CS.UnityEngine.Application.dataPath .. "/Lua/?.lua"
else
	package.path = package.path .. ";" .. CS.UnityEngine.Application.persistentDataPath .. "/AssetBundle/lua/?.lua"
end

--c# 别名
require("alias")
L_json = require("utils.json")
require("Common.Debug")
require("utils.util")
require("manager.baseRequire")
--重写原本lua的requeire
require("manager.LuaMemManager")
require("manager.ResManager")
require("manager.NetManager")
require("manager.WebSocketManager")
LuaMemManager.ReSetRequire()
require("Config")

GlobeEvent = EventManager:New()
TimerQuest = TimerManager:GetInstance()
PoolManager:GetInstance()
InputManager:GetInstance()
ResManager:GetInstance()
NetManager:GetInstance()
WebSocketManager:GetInstance()
require("Requirement")


UpdateBeatManager:GetInstance():AddUpdateBeat(LuaMemManager)
--GlobeUpdateManager = UpdateBeatManager:New()

---ProtoBuffer
L_ProtoBuf = require("LuaProtoBuf.LuaProtoBuf")
L_CSCmd = require("ProtoBuf.ProtoCSCmd")
L_SCCmd = require("ProtoBuf.ProtoSCCmd")
L_ProtoBuf:initialize({
	-- bytes = C_LuaManager.ReadByteFiles("ProtoBuf/Protocal.bytes"),
	CSCmd = L_CSCmd,
	SCCmd = L_SCCmd
})

--游戏主逻辑
local function GameStart(...)
	--[[管理器载入]]
	Debug.Log("-------------GAME_START-------------------")
	Camera:GetInstance()
	-- UIManager:GetInstance():LoadView("AccountView2")
	UIManager:GetInstance():LoadView("MainView2")
	-- SceneController:GetInstance():LoadScene()
end
GameStart()
